












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Of Trolls and Dead Maggots 1.5.0For Drem and Demented characters from the Forbidden Cults DLC who start with The Worm That Devours quest but go to complete another starter zone to level up before entering the worm; when you complete the quest and receive your racial starter quest, the completed zones will be applied retroactively, if applicable. (For instance, if you complete Trollmire and then return and kill the worm, and if your next quest is "Of trolls and damp caves", it will reflect that Prox has already been killed.) Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Bugnibus Bugfix Pack 1.7.0Combines several separate bugfix addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Chat/Quest Tweaks 1.7.0Changes the quest log descriptions of a few quests to provide useful information or fix missing information, tweaks a few chat dialogs for stylistic improvement, and adds NPC portrait images to some chat dialogs that were missing them. Quests currently affected:
Chat dialogs currently affected:
Chats with NPC portraits added:
Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Ogre |
| Class | Writhing One |
| Level / Exp | 19 / 82% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 26 (base 19) |
| Dexterity | 33 (base 26) |
| Constitution | 14 (base 14) |
| Magic | 54 (base 47) |
| Willpower | 9 (base 10) |
| Cunning | 31 (base 10) |
Resources
| Life | 518/518 |
| Mana | 225/225 |
| Insanity | 0/100 |
| Positive | 84/84 |
| Healing Factor | 1.0372895330003 |
| Regeneration | 0.25932238325008 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +32.44168646096% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 30.465374305457 |
| See Invisible | 30.465374305457 |
Offense: Mainhand
| Damage | 43 |
| Accuracy | 49 |
| Crit Chance | 11% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 52 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +15% |
| Darkness | +33% |
| Light | +20% |
| Temporal | +23% |
| Blight | +12% |
| Physical | +36% |
| Mind | +5% |
| All | 0% |
Offense: Damage Penetration
| Physical | +10% |
| Arcane | +10% |
| Mind | +15% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 20.871553160869 (35.65183292883%) |
| Defense | 47 |
| Ranged Defense | 47 |
| Fatigue | 0 |
| Physical Save | 36 |
| Spell Save | 48 |
| Mental Save | 10 |
Defense: Resistances
| Acid | + 44%( 70%) |
| Blight | + 28%( 70%) |
| Arcane | + 14%( 70%) |
| Cold | + 28%( 70%) |
| All | + 9%( 70%) |
| Darkness | + 28%( 70%) |
| Physical | + 30%( 70%) |
| Temporal | + 14%( 70%) |
| Lightning | + 17%( 70%) |
| Mind | + 12%( 70%) |
| Fire | + 23%( 70%) |
| Nature | + 39%( 70%) |
Defense: Immunities
| Stun Resistance | 32% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 0% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 451 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 623% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Demented / Horrific body | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Demented / Disfigured face | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Defensive Posture |
| talent | Chaos Orbs |
| talent | Chant of Resistance |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed warg claw. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. * You offered your services to the Assassin Lord, abandoning the lost merchant to his fate. The Assassin Lord promised (threatened?) to contact you later with orders. | done |
Equipment
| On feet | pair of iron boots 'Scorpionsmasher' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Spellpower +20 (+5 eff.) Spellpower/crit +2 Damage +3% blight Ignore resists +5% nature Ignore Shields +20% On-Hit (Melee): * 10% chance to slow global speed by 39% defense ------ Armor +3 Fatigue -3% Physical save +7 (+3 eff.) other ------- Encumbrance +24 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Salurin the brass lantern2.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +1 Mag offense ------ Damage +3% temporal defense ------ Resistance +6% cold +6% temporal Crit Resistance 15.00% Out-of-Phase Defense +11 Out-of-Phase Resistance +11% Out-of-Phase Resilience +11% other ------- Light +5 Infravision +1 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Xanatha (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Cun +3 Dex offense ------ Spellpower +15 (+4 eff.) Ignore resists +5% mind +10% arcane Ignore Armor +5 defense ------ Armor +3 Fatigue +5% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Mana/turn +0.12 Max mana +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Aeroma the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Mind Crit +2% Damage +11% physical defense ------ Resistance +6% cold +11% physical Spell save +3 (+1 eff.) Mind save +3 (+3 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- EQ when Hit +0.12 Rings make your fingers look great! |
| On fingers | gold ring 'Corruptionimmortal'0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun offense ------ On-Hit 15 physical On-Ranged-Hit 13 physical Damage +15% nature On-Hit (Melee): * 12% chance to reduce all saves and defense by 14 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 14 defense ------ Fatigue -4% Resistance +6% blight +33% nature +5% arcane other ------- Encumbrance +21 Hate-on-crit +2.00 Max hate +7.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 4.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| Around waist | Galydil1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Str +5 Dex offense ------ Accuracy +20 (+5 eff.) defense ------ Defense +15 (+5 eff.) Life +30.00 A belt that goes around your waist. |
| In main hand | greater yew starstaff of wizardry (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Ego++] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +1 Mag +2 Wil offense ------ Spell Crit +3% Spellpower +19 (+5 eff.) Damage +20% physical +20% temporal +20% darkness +20% light other ------- Max mana +22.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | umbral iron gauntlets of strength (+2) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Str offense ------ Physical Power +6 (+3 eff.) On-Hit 6 darkness Damage +4% darkness defense ------ Armor +1 Fatigue +1% Resistance +6% darkness Unarmed combat: Weapon Damage 14.0 - 19.6 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On Hit: 20% Moonlight Ray level 1 On Hit: * 5% chance to reduce damage dealt by 12% Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+4 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 30.83 to 38.53 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
| Cloak | Aryzilabar (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Mag offense ------ Accuracy +15 (+4 eff.) defense ------ Defense +6 (+2 eff.) Resistance +3% mind +6% fire Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+6 eff.) Spell save +15 (+5 eff.) Mind save -7 (-7 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Inventory
regeneration infusion of the titan (heal 215; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 215 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 19%; mental; dur 3; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune of the warrior (damage 116; dur 4; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 116.36 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of magic (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
warrior's copper amulet of strength (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +5% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
gold amulet 'Yveriakira'0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature While equipped: Stats +8 Lck +5 Con offense ------ Accuracy +8 (+2 eff.) defense ------ Defense +5 (+1 eff.) Resistance +21% temporal Resist unseen 12% Blind Resist +21% Pinning Resist +28% Knockbk Resist +24% other ------- Infravision +8 Sight +2 See Invisibility +7 Amulets make your neck look great! |
Yvaba the Lavagasher =blight=0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Mindpower +5 (+2 eff.) Damage +11% blight +3% temporal Ignore resists +15% fire defense ------ Resistance +11% blight +6% temporal other ------- Psi when Hit +0.04 Rings make your fingers look great! |
copper ring of lightning (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Rings make your fingers look great! |
copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +20.00 Disarm Resist +22% Pinning Resist +22% Knockbk Resist +21% Rings make your fingers look great! |
steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +7 (+2 eff.) Ignore Armor +8 defense ------ Defense +9 (+3 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Penitence (15-18 power, 4 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane/Nature Weapon Damage 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +15 (+4 eff.) defense ------ Resistance +30% blight +30% darkness Affinity +20% darkness Spell save +15 (+5 eff.) other ------- Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 9 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
Bindings of Eternal Night (12 def, 12 armour)6.0 Encumbrance T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag offense ------ Damage +15% cold +15% arcane +20% darkness When Hit 10 darkness defense ------ Armor +12 Defense +12 (+4 eff.) Resistance +30% blight -10% fire +30% darkness -10% light Life Regen +1.00 Poison Resist +100% Disease Resist +100% other ------- Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
mummy wrappings of lightning (+25%) (5 def, 2 armour) =lightning=6.0 Encumbrance T4 mummy armor [Ego] Nature While equipped: Stats +4 Mag offense ------ Spellpower +11 (+3 eff.) Damage +17% lightning +15% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+1 eff.) Fatigue +2% Resistance +25% lightning -25% fire Decaying mummy wrappings. |
verdant cashmere robe (0 def, 0 armour) =con=2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: Stats +4 Con offense ------ Damage +14% nature defense ------ Resistance +11% all Poison Resist +25% Disease Resist +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather belt 'Elytha' =str=1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +6 Str offense ------ On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 26 defense ------ Resistance +5% lightning +8% temporal +3% blight Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A belt that goes around your waist. |
Voidrebel the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Damage +3% darkness Accuracy +3 (+1 eff.) Ignore Armor +4 defense ------ Defense +1 (+0 eff.) Resistance +9% acid +3% temporal +6% nature +3% cold Spell save +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Pitchfurnace' (0 def, 1 armour) =dex=2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Dex +1 Wil +1 Cun +6 Lck offense ------ Mindpower +5 (+2 eff.) When Hit 2 arcane 2 darkness defense ------ Armor +1 Resistance +5% arcane +9% darkness Stealth +6 A pair of boots made of leather. |
pair of iron boots of massiveness (0 def, 3 armour) =con=3.0 Encumbrance T1 feet armor [Ego+] Master While equipped: Stats +3 Str +4 Con offense ------ Damage +6% physical defense ------ Armor +3 Fatigue +2% other ------- Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Treesever the linen wizard hat (1 def, 0 armour) =cun=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +7 Cun +1 Wil offense ------ Damage +3% nature Ignore resists +10% nature defense ------ Defense +1 (+0 eff.) Resistance +6% lightning +6% temporal +3% nature +3% mind A pointy cloth hat, very wizardly... |
Bethirevea the Flashtorrent (0 def, 1 armour) =con=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +1 Mag +4 Wil +5 Con offense ------ Physical Power +4 (+2 eff.) Damage +3% fire When Hit 4 fire defense ------ Armor +1 Fatigue +1% Crit Resistance 10.00% A cap made of leather. |
Duskbutcher (0 def, 1 armour) =water=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +9% darkness When Hit 4 mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 14 defense ------ Armor +1 Fatigue +1% Resistance +3% darkness +6% cold Confus Resist +10% other ------- Breathe water A cap made of leather. |
Murkcast (0 def, 3 armour) =dex=3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +8 Dex +2 Con offense ------ Damage +3% blight Ignore resists +10% darkness Accuracy +5 (+1 eff.) defense ------ Armor +3 Fatigue +5% Physical save +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Nimbusgrind' (5 def, 3 armour) =con=3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Con offense ------ Damage +3% lightning Accuracy +10 (+3 eff.) On-Hit (Melee): * 10% chance to reduce damage dealt by 12% defense ------ Armor +3 Defense +5 (+1 eff.) Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
11 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+4 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) Mind save +10 (+10 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) Mind save +10 (+10 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
50 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Urthurain the iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex offense ------ Physical Power +4 (+2 eff.) Move Speed +10% defense ------ Resistance +3% blight +3% temporal +3% cold +3% fire Mind save +3 (+3 eff.) Healmod +5% Blind Resist +20% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Sileldama' (dig speed 28 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Cun +1 Str offense ------ Spell Crit +2% Damage +15% arcane Ignore Shields +20% Accuracy +4 (+1 eff.) other ------- Max vim +40.00 Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
elm totem of healing [power 110] (13 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
elm wand of lightning storm 'Durimadunantir' [power 116] (13 cooldown) =dex=2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +4 Dex offense ------ Physical Power +5 (+2 eff.) Mindpower +10 (+4 eff.) Accuracy +5 (+1 eff.) other ------- Max stamina +10.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 13 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of clairvoyance 'Zeraroyadar' [power 10] (13 cooldown)2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: offense ------ Ignore resists +15% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Reveal the area around you, dispelling darkness (radius 10, power 66 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 turn cooldown 100% to heal for 43. 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Zani the Ogre Writhing One level 19
64th Haze 122nd year of Ascendancy at 03:10 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Zani the Ogre Writhing One level 10
10th Dusk 122nd year of Ascendancy at 17:16 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Zani the Ogre Writhing One level 19
10th Decay 122nd year of Ascendancy at 08:38 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Zani the Ogre Writhing One level 18
59th Haze 122nd year of Ascendancy at 03:38 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Zani the Ogre Writhing One level 10
13rd Dusk 122nd year of Ascendancy at 22:03 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Zani the Ogre Writhing One level 13
41st Haze 122nd year of Ascendancy at 02:21 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Zani the Ogre Writhing One level 18
59th Haze 122nd year of Ascendancy at 00:00 see stats
Log
Today is the 62nd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:21.
Today is the 63rd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:33.
Today is the 64th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:56.
Today is the 65th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:08.
Today is the 66th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:31.
Today is the 67th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:43.
Today is the 68th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:06.
You don't see how to get there...
Today is the 69th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:05.
Today is the 70th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:16.
Today is the 71st Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:40.
Today is the 72nd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:03.
Today is the 73rd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:26.
Today is the 74th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:38.
Today is the 75th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:01.
There is a A gate into the Maze here (press '' or right click to use).






























































































